Boss

Strategies for all Difficulties

Did you know : This map is a part of the map of Chapter 4 of Genealogy of the Holy War. The climate and geographical location are similar too, but the maps are on two different continents…

This map is full of woods, as well as bridges, which usually help create choke-points. Keep in mind the enemy has no flying units, giving Sumia and any other flying unit you may have a great advantage, being able to strike across rivers easily.

However, the majority of the enemies are axe-wielding Barbarians as well as Archers, kind of balancing her advantage. Sword fighters and ranged units would be useful for this level.

You may be a little bogged down due to woods reducing your movement in the beginning, and so become easily surrounded by enemy forces from the east and north. Anna can handle herself pretty well on this map for the first few turns, so fight defensively; but keep up the movement too.

You want to move your forces east and then north east; the enemies in the south (minus the Mage) do not move until you are in range and have saved the village, so it is best to prioritize saving Anna and the village. Afterward, you can move your forces south.

You do not want to spend too much time staying defensive, as the units moving up the eastern side of the map may overrun Anna, and if not her, a Barbarian may destroy the village. On Hard or above, she generally starts to get overrun by about Turn 5 or 6.

Anna prioritizes attacking Barbarians to protect the village. Pairing up someone with Sumia and flying them over to her and knocking out enemies along the way is helpful; that way the entire unit does not have to reach her quickly and can wipe out enemies in the rear.

At the end of the day though, it doesn’t matter what befalls Anna, as you cannot recruit her no matter what you do… Not yet anyway. If she kicks the bucket in this chapter, it doesn’t affect your chance of recruiting her later.

Be wary of the boss, as he is a Berserker – a hard hitting class. You want to get your best sword wielding units as well as possible ranged units that may be able to survive a hit and take him out in a single turn.